The G7 is alright but it doesn't work very well as a late game pick. It once saved my team (briefly) in bunker as I 1v3'd an overly confident team. Grabbed the banner of one teammate and picked up the other, just before he slid through his own thermite grenade and was never seen again. But I nevertheless saw the potential. All snipers can substitute as a strong pistol or shotgun. But without the mobility of a pistol or the 'partial hits' of a shotgun, missing becomes just that little bit more problematic.
The reason I wouldn't use the G7 in late game is because the lack of damage per shot will give your opponent too much time to react and reset at sniper range. They will have shields, a helmet and probably a surplus of medkits/syringes/batteries. Chances are you'll be giving your position away as a freebie. You will need 3 or 4 shots before forcing an enemy into serious downtime for 'big heals' whereas the Longbow or Triple Take will do the same in just one or two.
Now the RE-45 is a hidden gem. In my early days I would give the Alternator priority because it's normally safe to assume that a full-auto SMG is better than a full-auto pistol using the same ammo. But this assumption was wrong. The Alternator is a bit of a noob trap. Decent fire rate, let down by abysmal damage.
The RE-45 does 2 less body damage than the Alternator per shot in exchange for a much more rapid fire rate. I wouldn't want to use it on someone with purple armour, but it's still pretty far up there on the list of reliable automatic weapons. Surprisingly low on the tier-lists I'm looking at though. Usually sharing the same tier as the Alternator.
Personally I think the EVA-8 still doesn't get enough credit. I may prefer the Peacekeeper in a 1v1 but against a team you can expect that at least SOMEONE is going to use your slow fire rate and long reloads against you. Every time you miss with a Peacekeeper the enemy will have that split-second assurance of safety. The EVA-8 on the other hand has serious deterrence potential even if you've already fired a few rounds. Deterrence means you can reloacte, hold down chokepoints and generally improve your odds of surviving until your team can work their magic.